| Characteristic | Revenue in million U.S. dollars |
|---|---|
| - | - |
| - | - |
| - | - |
| - | - |
| - | - |
| - | - |
| - | - |
| - | - |
The chart is not accessible to screen readers. Please switch to the table view to access the data.
Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.
Not included in the eSports market are amateur competitions, streaming revenues of non-organized competitive gaming, digital and physical sales from video games, revenues from digital tools associated with eSports (e.g. Teamspeak or Discord), and digital and physical sales from video games.
All monetary figures refer to the annual gross revenue.
Detailed definitions can be found in the individual market segments.
All figures are estimates. A detailed methodology can be found in the ÌÇÐÄÆÆ½â°æ Market Outlook.









